The Problems with Metroid: Samus Returns

Boy, people sure do love some Metroid, huh?

Samus Returns was one of E3’s biggest surprises, though I certainly had trepidation when I learned that MercurySteam was the developer. They’re a bunch of passionate guys, obviously, but I’ve found their previous games (the best-known of which are the Castlevania: Lords of Shadow sub-series) to be… lacking, to put it simply. I tried to keep a little bit optimistic, saying “They must have made a hell of a pitch for Nintendo to give them the keys to a Metroid game.”

And then Samus Returns released. And it was… good, actually! Pretty darn solid. It’s got some cool map design, the atmosphere is great, and there’s some neat puzzle design. If I gave it a numerical score, it’d be a nice seven-out-of-ten. That means it’s quite good!

… but it’s still not the rave-fueled 9s and 10s I’ve seen handed out to the game. Honestly, I find those a bit of a head-scratcher, because while Samus Returns is good, it has problems. Some really big problems, even. And I didn’t see anyone really touching on them, either. I can understand the elation of finally getting a 2D Metroid again after so long, but Samus Returns isn’t perfect by a long shot.

Thankfully, on this wonderful web site o’ mine, I can eschew the standard review format and dive straight into everything that grinds my gears about Samus Returns. To be fair, some of these problems were also present in the original Metroid II: Return of Samus — but shouldn’t a remake try its best to fix some of that? I also haven’t played AM2R, so there won’t be any comparisons on that front. It’s just me, you readers, and a whole lot of nitpicking from someone who’s not a Metroid die-hard but loves this sort of game. So let’s jump right in…

(I wanted to get screencaps to better illustrate some of my points here, but the whole Miiverse work-around to get 3DS screens is a ginormous pain in the butt, so I eventually had to abandon the idea. So, this article’s going to be all-text. My apologies!)

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Hardware review: The New Nintendo 3DS XL

Up until Nintendo graciously bestowed upon me a New 3DS XL (how’s that for disclosure?), I had been playing the same aqua-blue system I’d owned since launch. Despite the temptation of numerous special-edition models and the XL version, I loved my little blue wonder and decided I was going to stick with it as long as I could. After going through something like five different models of the original DS/Lite/i, I wasn’t going to spend extra cash on another 3DS unless I felt it was absolutely necessary.

Of course, when Nintendo announced the New 3DS and games that would run exclusively on said platform, I knew I’d have to wind up getting one eventually simply because I need to be able to keep up with potential work opportunities. Thankfully, Nintendo sent one my way so I wasn’t forced to fight the throng of people attempting to preorder a (quite beautiful, I should note) Majora’s Mask New 3DS system.

As much as I don’t want to look a gift horse in the mouth, I’m among the folks who are quite displeased that the only North American New 3DS offering is of the XL variety. I was greatly looking forward to swapping out faceplates procured from abroad and colored Super Famicom-style buttons that proclaimed to the world “this isn’t a mobile device, this is a specialized portable game machine!” Instead, I got a giant, boring black brick that looked just like every other piece of mobile kit I hauled around while commuting.

But it didn’t take long to figure out how to improve it drastically.

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Now this is a 3DS for me.

Anyhow, I’m not here to brag, honest! I’m here to look at the New 3DS and give you my impressions so you can hopefully decide for yourself whether or not it’s worth the scratch. Let’s have a look!

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